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#include "RenderMeshActor.h"
#include "RendererMeshShape.h"
#include "RendererMemoryMacros.h"
#include "extensions/PxSmoothNormals.h"
#include "SampleAllocatorSDKClasses.h"

using namespace physx;
using namespace SampleRenderer;

RenderMeshActor::RenderMeshActor(	Renderer& renderer,
									const PxVec3* verts, PxU32 numVerts,
									const PxVec3* vertexNormals,
									const PxReal* uvs,
									const PxU16* faces16, const PxU32* faces32, PxU32 numFaces, bool flipWinding
								 )
{
	PxVec3Alloc* normals = NULL;
	if(!vertexNormals)
	{
		normals = SAMPLE_NEW(PxVec3Alloc)[numVerts];
		PxBuildSmoothNormals(numFaces, numVerts, verts, faces32, faces16, normals, flipWinding);
		vertexNormals = normals;
	}

	RendererShape* rs = new RendererMeshShape(renderer, verts, numVerts, vertexNormals, uvs, faces16, faces32, numFaces, flipWinding);
	setRenderShape(rs);

	DELETEARRAY(normals);
}

RenderMeshActor::RenderMeshActor(const RenderMeshActor& src) : RenderBaseActor(src)
{
}

RenderMeshActor::~RenderMeshActor()
{
}


